• Title/Summary/Keyword: Wii

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Body Sway as a Possible Indicator of Fatigue in Clerical Workers

  • Volker, Ina;Kirchner, Christine;Bock, Otmar Leo;Wascher, Edmund
    • Safety and Health at Work
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    • v.6 no.3
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    • pp.206-210
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    • 2015
  • Background: Fatigue has a strong impact on workers' performance and safety, but expedient methods for assessing fatigue on the job are not yet available. Studies discuss posturography as an indicator of fatigue, but further evidence for its use in the workplace is needed. The purpose of the study is to examine whether posturography is a suitable indicator of fatigue in clerical workers. Methods: Thirty-six employees (${\emptyset}$ 34.8 years, standard deviation = 12.5) participated in postural tasks (eyes open, eyes closed, arm swinging, and dual task) in the morning and afternoon. Position of their center of pressure (COP) was registered using a Nintendo Wii Balance Board and commercial software. From registered COP time series, we calculated the following parameters: path length (mm), velocity (mm/s), anterior-posterior variance (mm), mediolateral variance (mm), and confidence area ($mm^2$). These parameters were reduced to two orthogonal factors in a factor analysis with varimax rotation. Results: Statistical analysis of the first factor (path length and velocity) showed a significant effect of time of day: COP moved along a shorter path at a lower velocity in the afternoon compared with that in the morning. There also was a significant effect of task, but no significant interaction. Conclusion: Data suggest that postural stability of clerical workers was comparable in the morning and afternoon, but COP movement was greater in the morning. Within the framework of dynamic systems theory, this could indicate that the postural system explored the state space in more detail, and thus was more ready to respond to unexpected perturbations in the morning.

Effect of Sensory Feedback Balance Training using Pressure Sensor on the Static Balance of the Elderly (압력센서를 이용한 감각피드백 균형 훈련이 노인의 정적 균형에 미치는 효과)

  • Kwon, Il-Ho;Kim, Ho;Shin, Won-Seob
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.129-136
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    • 2020
  • PURPOSE: This study aimed to determine the most effective feedback condition for static balance in elderly subjects. METHODS: Thirty-eight elderly subjects (12 men and 26 women with a mean age of 77.21 years) participated in this study. They each completed a questionnaire on their general characteristics, excluding personal identification codes. The static balance ability of the participants was evaluated using a Wii Balance Board and the Balancia program (version 2.0). The following three feedback conditions were considered: condition 1 (tactile feedback), condition 2 (visual feedback), and condition 3 (no feedback). One-way repeated-measures analysis of variance was used for the comparisons according to sway length and sway velocity. The statistical significance level was set to α = .05 for all variables. RESULTS: Significant differences in the sway length and sway velocity were observed between the three conditions (p < .05). Significant differences in the sway length were noted in the order of conditions 1, 2, and 3 (p < .05), and significant differences in the sway velocity in the order of conditions 3, 2, and 1 (p < .05). CONCLUSION: Significant differences in static balance ability were observed between the three conditions. In this study, tactile feedback was found to be the most effective feedback for balance training. Owing to aging and impairment of the senses, such as that observed in the tactile receptors, visual receptors, and proprioceptors, it is recommended that elderly subjects participate in balance training.

Reliability and Validity of the Measurement of Pelvic Movement in Low Back Pain Patients using Cushion Sensor in Sitting Position (앉은 자세에서 방석센서를 이용한 요통환자 골반가동성 측정의 신뢰도와 타당도)

  • Jung, Seung-Hwa;Park, Dae-Sung
    • Journal of the Korean Society of Physical Medicine
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    • v.15 no.2
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    • pp.83-91
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    • 2020
  • PURPOSE: Postural and structural asymmetry due to muscle imbalances around the lower back and pelvis are the causes of back pain. Muscle imbalances in patients with chronic low back pain affect the pelvic tilt and movement, and it is necessary to assess the pelvic movement ability using the appropriate tools to determine the mediating effects of lower back pain. This paper reports the reliability and validity of the Sensbalance Therapy Cushion (STC) for pelvic movement and proprioception. METHODS: In this study, the Wii balance board (WBB) was used as a golden standard for pelvic movement measurements. FABQ, KODI, Myovision, and Pelvic movement were measured in 50 patients with chronic low back pain. The correlation between the lower-back muscle activity and pelvic movement was checked. The pelvic movement parameter was measured twice to determine the intra-rater reliability. RESULTS: The STC showed high test-retest reliability in the pelvic tilt measurements (ICC = .672 - .809). The test-retest reliability of proprioception measurements (ICC = .588 - .859) and reaction time measurements (ICC = .542 - .836) were also high. The relationship between the WBB and STC showed a significant positive correlation with the pelvic tilt test (p < .01). The posterior pelvic tilt and lower-back muscle activity showed a significant negative correlation (p < .01). The pelvic left tilt and lower-back muscle activity showed a significant negative correlation (p < .05). CONCLUSION: The results revealed the high reliability and validity of the STC. Therefore, the STC can be used as an objective measuring device for evaluating pelvic tilt, proprioception, and reaction time in low back pain patients.

A Study on Flight Stabilization of Drones by Gyro Sensor and PID Control (자이로 센서와 PID 제어를 이용한 드론 비행 안정화에 관한 연구)

  • Yoon, Dan-Bee;Lee, Kyu-Yeul;Han, Sang-Gi;Kim, Yong-Hun;Lee, Seung-Dae
    • The Journal of the Korea institute of electronic communication sciences
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    • v.12 no.4
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    • pp.591-598
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    • 2017
  • The changes of technology and the size of markets for unmaned aerial vehicle are getting bigger presently. Damage happens because of user's poor operation since accesses to the drones are easy. To minimize the damage, drone's stabilized flight skills are required, and controlling the motor to balanced speed is also needed. Thus, the essay shows that we use Arduino as a main control device for controlling a drone, and used acceleration sensor and gyro sensor for the drone stabilization. Also, we made it able to hover at a certain height by using a sonar sensor. We also controlled a drone by using an Android application, and made the drone hover stably at 0~2 meters.

Motor Learning in Elderly: Effects of Decision Making Time for Self-Regulated Knowledge of Results During a Dynamic Balance Task

  • Jeon, Min-jae;Jeon, Hye-seon
    • Physical Therapy Korea
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    • v.23 no.4
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    • pp.16-26
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    • 2016
  • Background: Deficiencies in the ability to maintain balance are common in elderly. Augmented feedback such as knowledge of results (KR) can accelerate learning and mastering a motor skill in older people. Objects: We designed this study to examine whether one session of Wii-Fit game with self-regulated KR is effective for elderly people, and to compare the effect of two different timings of self-regulated KR conditions. Methods: Thirty-nine community-dwelling elders, not living in hospice care or a nursing home, participated in this study. During acquisition, two groups of volunteers were trained in 10 blocks of a dynamic balancing task under the following 2 conditions, respectively: (a) a pre-trial self-regulated KR ($n_1=18$), or (b) a post-trial self-regulated KR ($n_2=21$). Immediate retention tests and delayed retention tests of balancing performance were administered in 15 minutes and 24 hours following acquisition period, respectively. Results: In both groups, significant improvements of balancing performances scores were observed during the acquisition period. Regardless of the group, mean of balancing performance scores on retention tests were well-maintained from the final session. There were no significant differences between groups in balancing performance scores during the acquisition period (p>.05); however, the post-trial self-regulated KR group exhibited significantly higher balancing performance scores in both the immediate retention test and delayed retention test than that of the pre-trial self-regulated KR group (p<.05). Conclusion: Therefore, subjects who regulated their feedback after a dynamic balancing task, during the acquisition period, experienced more efficient motor learning during the retention period than did subjects who regulated their feedback before a dynamic balancing task. Accordingly, in case of presenting the KR of motor learning in clinical settings to elders who reduced dynamic balance abilities, the requesting time of KR is imperative according to self-estimation processes as well as types of KR and practice.

Research on Effective Use of A Serious Bio-Game (기능성 Bio-Game의 활용 방안에 관한 연구)

  • Park, Sung-Jun;Lee, Jun;Kim, Jee-In
    • Journal of Korea Game Society
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    • v.9 no.1
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    • pp.93-103
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    • 2009
  • A Serious Game helps the learners to recognize the problems effectively, grasp and classify important information needed to solve the problems and convey the contents of what they have learned. Owing not only to this game-like fun but also to the educational effect, The Serious Game can be usefully applied to education and training in the areas of scientific technology and industrial technology. This study proposes the Serious Game that users can apply to biotechnology by using intuitive multi-modal interfaces. In this study, a stereoscopic monitor is used to make three dimensional molecular structures, and multi-modal interface is used to efficiently control. Based on a such system, this study easily solved the docking simulation function, which is one of the important experiments, by applying these game factors. For this, we suggested the level-up concept as a game factor that depends on numbers of objects and users. The proposed system was evaluated in performance comparison in result time of a new drug design process on AIDS virus with previous approach.

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Usability Study through Project-based and Participatory Learning - Focused on Usability Improvement of Pointing Task using Wiimote - (과제 중심 및 참여학습을 통한 사용성 연구 사례 - Wiimote를 이용한 포인팅 작업의 사용성 개선을 중심으로 -)

  • Kim, Hye-Sun;Jung, Kwang-Tae
    • The Journal of Korean Institute for Practical Engineering Education
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    • v.4 no.1
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    • pp.22-29
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    • 2012
  • Students have to effectively get lots of knowledge and technique for practical education. Usability is one of the most important factors that have to be considered for user-centered design. Students who study design have to recognize the importance of usability and learn the method of problem solving considering usability. For this, the application of project-based and participatory learning for usability education was studied. Study team was organized including graduate, undergraduate, and high school students. Students team identified a research topic, and then studied the topic. Usability evaluation and design improvement was performed in this study. Students could learn usablity evaluation method and design method through the process.

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Effect of Taping and Virtual Reality Combined Exercise on Static and Dynamic Balance With Functional Ankle Instability

  • Kim, Ki-jong;Gang, Mi-yeong
    • Physical Therapy Korea
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    • v.27 no.4
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    • pp.292-297
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    • 2020
  • Background: Ankle sprain is one of the most common musculoskeletal injuries in the sports population or during usual daily life activities. The sprain can cause functional ankle instability (FAI), and it is very important to treat FAI. However, the optimum intervention method for FAI has yet to be determined. Objects: This study investigated the impact that virtual reality (VR) training program on balance with ankle kinesio taping for FAI. Methods: Twenty-two people were selected for the study and randomly divided into the experimental (n = 11) and the control group (n = 11). The experimental group had attached kinesio taping on the ankle and then implemented a virtual reality exercise program for 30 minutes a day. Nintendo Wii Fit Plus was used for the VR intervention three times a week for four weeks. The control group performed only two measurements without intervention. Results: There were no statistically significant differences in overall, anterior-posterior (AP), medial-lateral (ML) index of the static balance, and significant differences in overall, AP, ML index of the dynamic balance when taping and VR exercise were applied at the same time (p < 0.05). There were no significant differences in overall and ML index of static and dynamic balance compared with before and after assessment between the experimental and the control group, and found differences in AP index of static and dynamic balance (p < 0.05). Conclusion: Kinesio taping may not influence the balance of FAI as great as people expected. VR approach does not affect the static balance of FAI, but it influences dynamic balance in overall, AP, ML index. The authors suggest that VR-based exercises can be used as an additional concept in clinicians for FAI or as part of a home program because the exercises still have limitations.

Comparison of the Effects of Different Types of Taping on Static and Dynamic Balance in Adults with Chronic Ankle Instability (테이핑의 종류가 만성 발목 불안정성을 가진 성인의 정적 및 동적 균형에 미치는 효과 비교)

  • Kwon, Ohhyun;Kim, Ho;Shin, Wonseob
    • Journal of The Korean Society of Integrative Medicine
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    • v.8 no.1
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    • pp.27-36
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    • 2020
  • Purpose : The purpose of this study is to apply kinesiology taping and dynamic taping to subjects with ankle instability and to find out the change of static balance and dynamic balance ability and to use it more usefully in daily life. Methods : The subjects were based on 30 Cumberland Ankle Instability Tool questionnaire scores of 24 or less, and were randomly assigned to the kinesiology taping group (n=15) and the dynamic taping group (n=15) to change the static balance and dynamic balance before and after taping Measured. The eyes were closed for 30 seconds and the average balance was measured three times through the Wii balance board in static balance, and the balance ability was evaluated by measuring functional reach test and star excursion balance test in dynamic balance. Results : As a result, the static balance showed significant results in the dynamic speed and the moving distance in the dynamic taping group (p<.05). However, there was no significant difference in the shaking area and the difference in the kinesiology taping group (p<.05) However, both groups showed significant differences in dynamic balance (p<.05). Conclusion : It was confirmed that the application of taping was effective for static and dynamic balance in subjects with ankle instability, and the application of dynamic taping was more effective than kinesiology taping.

Implementation of Web Game System using Multi Modal Interfaces (멀티모달 인터페이스를 사용한 웹 게임 시스템의 구현)

  • Lee, Jun;Ahn, Young-Seok;Kim, Jee-In;Park, Sung-Jun
    • Journal of Korea Game Society
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    • v.9 no.6
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    • pp.127-137
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    • 2009
  • Web Game provides computer games through a web browser, and have several benefits. First, we can access the game through web browser easily if we are connected to the internet environment. Second, usually we don't need much space of a game data for downloading it into a local disk. Nowadays, an industry area of Web Game has a chance to grow through advancements of mobile computing technologies and an age of Web 2.0. This study proposes a Web Game system that users can apply to manipulate the game with multimodal interfaces and mobile devices for intuitive interactions. In this study, multi modal interfaces are used to efficient control the game, and both ordinary computers and mobile devices are applied to the game scenarios. The proposed system is evaluated in both performance and user acceptability in comparison with previous approaches. The proposed system reduces total clear time and numbers of errors of the experiment in a mobile device. It can also provide good satisfactions of users.

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